
Added a quick function to draw the text layer correctly, it's also over the sprites without breaking anything else.

Bodged priority in the vert schmups until zdrawgfx() or similar comes along

Haze spotted a hidden rom test sequence which could only be triggered when I had made a mistake :). I hooked up the handlers so it could verify the gfx and sample roms. However, Gunbird 2 reports one of the pairs as bad :( A redump appears to confirm it's ok and it's going in a couple of days.

Then there is this ^, however it's still its missing sample rom like the other one. Thanks Japump.

And finally, I hooked up the per-row colour blending effects. Now games can dim parts of the screens or layers, make white flashes etc. Turn the screen a tint of blue (In S1945III lightning flashes) etc. Makes things look a whole lot cooler. Pics don't do it justice.
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